﻿I have finally come up with normal compression tool in Haskell for NES game Kirby’s Adventure. While I still remember juicy details of struggling for compressor’s optimality and Kirby’s hacking history in general, I put some notes here.

[September 4, 2o16]

﻿Two new documents added: a short technical note for GBC Hicolour technique and standard romhacking tutorial for SNES compressed graphics. The last is in Russian, as it’s too specific for Russian romhacking scene.

[July 27, 2o16]

﻿Some small page design updates again. Nothing special to tell about, but I’m still with the scene: as a long-delayed finish, I’ve written some compression tools for ‘Golden Sun’ (GBA) and ‘Jewel Master’ (Genesis). Both had sophisticated compression schemes and ‘Golden Sun’, basically, was my personal long-term arch-enemy.

I also code some tools for smaller games in Haskell, all of them will be placed at my github page.